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FMP (Week 4) - Exploring Texturing

  • katiemorganbyrne
  • Feb 6, 2017
  • 2 min read

Following on from last week where I experimented with texturing my shrine using substance painter, I've been looking into texturing in more depth, trying to work out exactly how I am going to be texturing my environment and how I want the final outcome to be.

My current problem is that I want my environment to be stylised but still use PBR, which is something that is relatively new and difficult to achieve. I am intrigued by substance painter and designer and would like to use these in my textures, however the challenge that currently faces me is making them still look somewhat hand painted and realistic.

I have been experimenting with generators which used maps such as the curvature and AO to produce edge wear and outlines, which I feel gives objects a slightly more stylised feeling and would be useful in my texturing.

One of the methods which has been recommended to me is trim textures, which are most useful for texturing walls and panels without using too much UV space. While I have been aware of trim textures for a while now, I have been looking into the texturing methods used by games such as Sunset Overdrive, which utilise trim textures and even take it as far as to incorporate bevels into the normals for smooth edges. Although this is something quite difficult to pull off; if tri budget is a concern then it would definitely come in handy and shows the extent of effort games developers will go into in order to create efficient environments and assets.

Sunset Overdrive - The Ultimate Trim http://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques

Substance Designer Trim Sheet https://www.artstation.com/artwork/WPAoG

I am not sure yet about the efficiency of using the trims for bevels in my geometry, but I will definitely be optimising the trim technique method in my environment for things such as the wall pieces and flooring.

I will be trying my hardest to combine substance designer/painter with hand painted textures, and try to replicate a more stylised feeling where I can.

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